515 lines
13 KiB
Markdown
515 lines
13 KiB
Markdown
# Future Improvements & Long-Term Vision
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**Last Updated:** October 10, 2025
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**Status:** Living Document
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This document outlines potential improvements, experimental features, and long-term vision for yaze. Items here are aspirational and may or may not be implemented depending on community needs, technical feasibility, and development resources.
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---
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## Architecture & Performance
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### Emulator Core Improvements
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See `docs/E6-emulator-improvements.md` for detailed emulator improvement roadmap.
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**Priority Items:**
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- **APU Timing Fix**: Cycle-accurate SPC700 execution for reliable music playback
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- **CPU Cycle Accuracy**: Variable instruction timing for better game compatibility
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- **PPU Scanline Renderer**: Replace pixel-based renderer for 20%+ performance boost
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- **Audio Buffering**: Lock-free ring buffer to eliminate stuttering
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### Plugin Architecture (v0.5.x+)
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Enable community extensions and custom tools.
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**Features:**
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- C API for plugin development
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- Hot-reload capability for rapid iteration
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- Plugin registry and discovery system
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- Example plugins (custom exporters, automation tools)
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**Benefits:**
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- Community can extend without core changes
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- Experimentation without bloating core
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- Custom workflow tools per project needs
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### Multi-Threading Improvements
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Parallelize heavy operations for better performance.
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**Opportunities:**
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- Background ROM loading
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- Parallel graphics decompression
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- Asynchronous file I/O
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- Worker thread pool for batch operations
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---
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## Graphics & Rendering
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### Advanced Graphics Editing
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Full graphics sheet import/export workflow.
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**Features:**
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- Import modified PNG graphics sheets
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- Automatic palette extraction and optimization
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- Tile deduplication and compression
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- Preview impact on ROM size
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**Use Cases:**
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- Complete graphics overhauls
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- HD texture packs (with downscaling)
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- Art asset pipelines
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### Alternative Rendering Backends
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Support beyond SDL3 for specialized use cases.
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**Potential Backends:**
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- **OpenGL**: Maximum compatibility, explicit control
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- **Vulkan**: High-performance, low-overhead (Linux/Windows)
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- **Metal**: Native macOS/iOS performance
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- **WebGPU**: Browser-based editor
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**Benefits:**
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- Platform-specific optimization
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- Testing without hardware dependencies
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- Future-proofing for new platforms
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### High-DPI / 4K Support
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Perfect rendering on modern displays.
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**Improvements:**
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- Retina/4K-aware canvas rendering
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- Scalable UI elements
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- Crisp text at any zoom level
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- Per-monitor DPI awareness
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---
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## AI & Automation
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### Autonomous Debugging Enhancements
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Advanced features for AI-driven emulator debugging (see E9-ai-agent-debugging-guide.md for current capabilities).
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#### Pattern 1: Automated Bug Reproduction
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```python
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def reproduce_bug_scenario():
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"""Reproduce a specific bug automatically"""
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# 1. Load game state
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stub.LoadState(StateRequest(slot=1))
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# 2. Set breakpoint at suspected bug location
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stub.AddBreakpoint(BreakpointRequest(
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address=0x01A5C0, # Enemy spawn routine
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type=BreakpointType.EXECUTE,
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description="Bug: enemy spawns in wall"
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))
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# 3. Automate input to trigger bug
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stub.PressButtons(ButtonRequest(buttons=[Button.UP]))
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stub.HoldButtons(ButtonHoldRequest(buttons=[Button.A], duration_ms=500))
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# 4. Wait for breakpoint
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hit = stub.RunToBreakpoint(Empty())
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if hit.hit:
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# 5. Capture state for analysis
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memory = stub.ReadMemory(MemoryRequest(
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address=0x7E0000, # WRAM
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size=0x10000
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))
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# 6. Analyze and log
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analyze_enemy_spawn_state(hit.cpu_state, memory.data)
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return True
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return False
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```
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#### Pattern 2: Automated Code Coverage Analysis
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```python
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def analyze_code_coverage():
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"""Find untested code paths"""
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# 1. Enable disassembly recording
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stub.CreateDebugSession(DebugSessionRequest(
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session_name="coverage_test",
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enable_all_features=True
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))
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# 2. Run gameplay for 10 minutes
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stub.Start(Empty())
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time.sleep(600)
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stub.Pause(Empty())
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# 3. Get execution trace
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disasm = stub.GetDisassembly(DisassemblyRequest(
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start_address=0x008000,
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count=10000,
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include_execution_count=True
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))
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# 4. Find unexecuted code
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unexecuted = [line for line in disasm.lines if line.execution_count == 0]
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print(f"Code coverage: {len(disasm.lines) - len(unexecuted)}/{len(disasm.lines)}")
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print(f"Untested code at:")
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for line in unexecuted[:20]: # Show first 20
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print(f" ${line.address:06X}: {line.mnemonic} {line.operand_str}")
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```
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#### Pattern 3: Autonomous Bug Hunting
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```python
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def hunt_for_bugs():
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"""AI-driven bug detection"""
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# Set watchpoints on critical variables
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watchpoints = [
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("LinkHealth", 0x7EF36D, 0x7EF36D, True, True),
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("LinkPos", 0x7E0020, 0x7E0023, False, True),
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("RoomID", 0x7E00A0, 0x7E00A1, False, True),
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]
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for name, start, end, track_reads, track_writes in watchpoints:
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stub.AddWatchpoint(WatchpointRequest(
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start_address=start,
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end_address=end,
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track_reads=track_reads,
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track_writes=track_writes,
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break_on_access=False,
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description=name
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))
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# Run game with random inputs
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stub.Start(Empty())
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for _ in range(1000): # 1000 random actions
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button = random.choice([Button.UP, Button.DOWN, Button.LEFT,
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Button.RIGHT, Button.A, Button.B])
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stub.PressButtons(ButtonRequest(buttons=[button]))
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time.sleep(0.1)
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# Check for anomalies every 10 actions
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if _ % 10 == 0:
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status = stub.GetDebugStatus(Empty())
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# Check for crashes or freezes
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if status.fps < 30:
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print(f"ANOMALY: Low FPS detected ({status.fps:.2f})")
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save_crash_dump(status)
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# Check for memory corruption
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health = stub.ReadMemory(MemoryRequest(
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address=0x7EF36D, size=1
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))
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if health.data[0] > 0xA8: # Max health
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print(f"BUG: Health overflow! Value: {health.data[0]:02X}")
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stub.Pause(Empty())
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break
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```
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#### Future API Extensions
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```protobuf
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// Time-travel debugging
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rpc Rewind(RewindRequest) returns (CommandResponse);
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rpc SetCheckpoint(CheckpointRequest) returns (CheckpointResponse);
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rpc RestoreCheckpoint(CheckpointIdRequest) returns (CommandResponse);
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// Lua scripting
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rpc ExecuteLuaScript(LuaScriptRequest) returns (LuaScriptResponse);
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rpc RegisterLuaCallback(LuaCallbackRequest) returns (CommandResponse);
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// Performance profiling
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rpc StartProfiling(ProfileRequest) returns (CommandResponse);
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rpc StopProfiling(Empty) returns (ProfileResponse);
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rpc GetHotPaths(HotPathRequest) returns (HotPathResponse);
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```
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### Multi-Modal AI Input
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Enhance `z3ed` with visual understanding.
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**Features:**
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- Screenshot → context for AI
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- "Fix this room" with image reference
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- Visual diff analysis
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- Automatic sprite positioning from mockups
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### Collaborative AI Sessions
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Shared AI context in multiplayer editing.
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**Features:**
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- Shared AI conversation history
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- AI-suggested edits visible to all users
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- Collaborative problem-solving
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- Role-based AI permissions
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### Automation & Scripting
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Python/Lua scripting for batch operations.
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**Use Cases:**
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- Batch room modifications
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- Automated testing scripts
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- Custom validation rules
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- Import/export pipelines
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---
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## Content Editors
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### Music Editor UI
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Visual interface for sound and music editing.
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**Features:**
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- Visual SPC700 music track editor
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- Sound effect browser and editor
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- Import custom SPC files
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- Live preview while editing
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### Dialogue Editor
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Comprehensive text editing system.
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**Features:**
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- Visual dialogue tree editor
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- Text search across all dialogues
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- Translation workflow support
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- Character count warnings
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- Preview in-game font rendering
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### Event Editor
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Visual scripting for game events.
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**Features:**
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- Node-based event editor
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- Trigger condition builder
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- Preview event flow
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- Debug event sequences
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### Hex Editor Enhancements
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Power-user tool for low-level editing.
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**Features:**
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- Structure definitions (parse ROM data types)
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- Search by data pattern
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- Diff view between ROM versions
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- Bookmark system for addresses
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- Disassembly view integration
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---
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## Collaboration & Networking
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### Real-Time Collaboration Improvements
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Enhanced multi-user editing.
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**Features:**
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- Conflict resolution strategies
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- User presence indicators (cursor position)
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- Chat integration
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- Permission system (read-only, edit, admin)
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- Rollback/version control
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### Cloud ROM Storage
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Optional cloud backup and sync.
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**Features:**
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- Encrypted cloud storage
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- Automatic backups
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- Cross-device sync
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- Shared project workspaces
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- Version history
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---
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## Platform Support
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### Web Assembly Build
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Browser-based yaze editor.
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**Benefits:**
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- No installation required
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- Cross-platform by default
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- Shareable projects via URL
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- Integrated with cloud storage
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**Challenges:**
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- File system access limitations
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- Performance considerations
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- WebGPU renderer requirement
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### Mobile Support (iOS/Android)
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Touch-optimized editor for tablets.
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**Features:**
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- Touch-friendly UI
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- Stylus support
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- Cloud sync with desktop
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- Read-only preview mode for phones
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**Use Cases:**
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- Tablet editing on the go
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- Reference/preview on phone
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- Show ROM to players on mobile
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## Quality of Life
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### Undo/Redo System Enhancement
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More granular and reliable undo.
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**Improvements:**
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- Per-editor undo stacks
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- Undo history viewer
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- Branching undo (tree structure)
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- Persistent undo across sessions
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### Project Templates
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Quick-start templates for common ROM hacks.
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**Templates:**
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- Vanilla+ (minimal changes)
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- Graphics overhaul
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- Randomizer base
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- Custom story framework
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### Asset Library
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Shared library of community assets.
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**Features:**
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- Import community sprites/graphics
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- Share custom rooms/dungeons
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- Tag-based search
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- Rating and comments
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- License tracking
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### Accessibility
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Make yaze usable by everyone.
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**Features:**
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- Screen reader support
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- Keyboard-only navigation
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- Colorblind-friendly palettes
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- High-contrast themes
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- Adjustable font sizes
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---
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## Testing & Quality
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### Automated Regression Testing
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Catch bugs before they ship.
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**Features:**
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- Automated UI testing framework
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- Visual regression tests (screenshot diffs)
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- Performance regression detection
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- Automated ROM patching tests
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### ROM Validation
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Ensure ROM hacks are valid.
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**Features:**
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- Detect common errors (invalid pointers, etc.)
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- Warn about compatibility issues
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- Suggest fixes for problems
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- Export validation report
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### Continuous Integration Enhancements
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Better CI/CD pipeline.
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**Improvements:**
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- Build artifacts for every commit
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- Automated performance benchmarks
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- Coverage reports
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- Security scanning
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---
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## Documentation & Community
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### API Documentation Generator
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Auto-generated API docs from code.
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**Features:**
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- Doxygen → web docs pipeline
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- Example code snippets
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- Interactive API explorer
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- Versioned documentation
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### Video Tutorial System
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In-app video tutorials.
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**Features:**
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- Embedded tutorial videos
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- Step-by-step guided walkthroughs
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- Context-sensitive help
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- Community-contributed tutorials
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### ROM Hacking Wiki Integration
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Link editor to wiki documentation.
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**Features:**
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- Context-sensitive wiki links
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- Inline documentation for ROM structures
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- Community knowledge base
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- Translation support
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---
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## Experimental / Research
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### Machine Learning Integration
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AI-assisted ROM hacking.
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**Possibilities:**
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- Auto-generate room layouts
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- Suggest difficulty curves
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- Detect similar room patterns
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- Generate sprite variations
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### VR/AR Visualization
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Visualize SNES data in 3D.
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**Use Cases:**
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- 3D preview of overworld
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- Virtual dungeon walkthrough
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- Spatial room editing
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### Symbolic Execution
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Advanced debugging technique.
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**Features:**
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- Explore all code paths
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- Find unreachable code
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- Detect potential bugs
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- Generate test cases
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---
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## Implementation Priority
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These improvements are **not scheduled** and exist here as ideas for future development. Priority will be determined by:
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1. **Community demand** - What users actually need
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2. **Technical feasibility** - What's possible with current architecture
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3. **Development resources** - Available time and expertise
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4. **Strategic fit** - Alignment with project vision
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---
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## Contributing Ideas
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Have an idea for a future improvement?
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- Open a GitHub Discussion in the "Ideas" category
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- Describe the problem it solves
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- Outline potential implementation approach
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- Consider technical challenges
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The best ideas are:
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- **Specific**: Clear problem statement
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- **Valuable**: Solves real user pain points
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- **Feasible**: Realistic implementation
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- **Scoped**: Can be broken into phases
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---
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**Note:** This is a living document. Ideas may be promoted to the active roadmap (`I1-roadmap.md`) or removed as project priorities evolve.
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